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Ultima Online

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Ultima Online
Company typeVideo game
IndustryVideo games
FoundedSeptember 24, 1997; 29 years ago (1997-09-24)
FounderOrigin Systems
ProductsMassively multiplayer online role-playing game (MMORPG)
Websitewww.ultimacodex.com/ultimaonline/

Ultima Online (commonly abbreviated as UO) is a fantasy-themed massively multiplayer online role-playing game (MMORPG) that was launched on September 24, 1997, by Origin Systems.

Set within the Ultima universe, the game is notable for its comprehensive player versus player combat mechanics. Since its initial release, it has been expanded through eight expansion packs, a booster pack, and multiple free updates. The 2007 introduction of Kingdom Reborn brought a revamped game engine featuring improved graphics.

Prior to the arrival of the Stygian Abyss expansion, support for the original client was discontinued to simplify patch deployment. It was succeeded by the "Enhanced Client," which blends 3D models and user interface elements from Kingdom Reborn with 2D artwork from the Classic Client. Launched as an open beta in July 2009 alongside Stygian Abyss, both the Enhanced and Classic Clients continue to be the officially supported clients as of 2024.

Gameplay

Building upon the foundation laid by earlier Ultima entries, Ultima Online introduced novel gameplay systems as Origin’s first persistent online environment. Designed partially as an experiment in social dynamics and economics, it emphasized extensive player interaction and shifted focus away from single-player experiences.

Worlds

Originally featuring a single world, Ultima Online expanded through various packs that added new regions and realms. The "Lost Lands" expansion (T2A) brought additional terrain, dungeons, creatures, and environmental variety. The third realm, Trammel, mirrored the original map’s layout. The introduction of Trammel led to differentiating the original world as "Felucca," characterized by a darker atmosphere. Server types include "normal" servers hosting both Trammel (consensual PVP) and Felucca (non-consensual PVP) rulesets, as well as "siege" servers featuring non-consensual PVP, absence of item insurance, single character slots per account, travel restrictions, and generally increased difficulty.

Prominent worlds within Ultima Online include:

  • Felucca — The original realm with more stringent rules permitting frequent player killing, distinguished by barren trees and gravestones.
  • Trammel — Offers non-lethal PVP regulations along with expanded open areas for player housing.
  • Ilshenar — Introduces new dungeons, monsters, and over thirty creatures designed by Todd McFarlane.
  • Malas — Contains a PVP arena, space for up to 1,500 player residences, Dungeon Doom (the largest dungeon at launch), plus two cities: Luna ("City of Paladins") and Umbra ("City of Necromancers"). Known for its darker aesthetic and varied landscapes.
  • Tokuno — Comprises islands inspired by Feudal Japan.
  • Ter Mur — Inhabited by Gargoyles with player housing available in its capital city.
  • Valley of Eodon — A prehistoric-themed area populated by dinosaurs and giant apes.

Development

The initial budget allocated for development was $2.5 million. The concept behind Ultima Online stemmed from Richard Garriott’s ambition to create a large-scale fantasy game capable of supporting thousands of players simultaneously in a shared environment. While earlier multiplayer online games such as Habitat (1986), The Realm Online, and Neverwinter Nights allowed player interaction, Ultima Online represented a significant advancement in both graphical fidelity and gameplay systems. Garriott focused on designing a game with a compelling theme, narrative depth, and quest-driven content to deliver an authentic Ultima experience rather than relying solely on emergent player-driven stories. The goal was to offer maximum freedom to players.

The development team featured Garriott himself alongside Starr Long, Rick Delashmit, Scott Phillips, and later Raph Koster, who served as lead designer. Known by his moniker Designer Dragon, Koster drew inspiration from earlier online titles like DartMUD. Development commenced in 1995, with the game publicly unveiled under the title "Ultima Online: Shattered Legacy" at E3 in May 1996. Origin reported that over 3,000 players participated in alpha testing phases. Due to its dependence on modem-based online server access, the project’s expenses surpassed those of previous offline titles.

At launch, key features included persistent player-owned housing, skill-based advancement without fixed classes or levels, a crafting-driven economy shaped by player activity, and unrestricted player-versus-player combat. An ambitious artificial life system intended to simulate ecological dynamics affecting animal behavior and adventure opportunities was planned; however, this feature was removed after beta testing because players’ actions disrupted its balance. Garriott acknowledged that despite considerable development effort invested in this system, it was never effectively experienced by players and was ultimately cut with regret.

Beta and the demise of Lord British

During the beta testing phase of Ultima Online on August 9, 1997, the character Lord British, Richard Garriott’s in-game persona, was unexpectedly killed. This occurred amid a server stress test when a player named Rainz cast the "fire field" spell, resulting in Lord British's death. According to producer Starr Long, this incident was due to a lapse in protocol: invulnerability did not carry over after server restarts, and Garriott neglected to reactivate it following a crash. While Rainz’s account faced suspension for exploiting bugs repeatedly, it was not directly for the assassination itself. The banning sparked backlash among beta participants, who also objected to retaliatory actions such as in-game attacks by Long’s character. The initial beta test concluded on September 23, 1997, culminating in an "end of the world" scenario where Shadowlords and demons launched assaults on all players.

Origin period (1995–2004)

After its public release in September 1997, Ultima Online quickly attracted 100,000 subscribers within six months, which led to considerable server congestion. By 1999, server locations extended internationally to Japan, Europe, and South Korea. In 2000, Richard Garriott departed from Origin Systems and removed Lord British from the game. That year also featured a significant in-game event where undead forces besieged Trinsic across multiple servers, alongside the inauguration of an Australian server. The May 2000 expansion Ultima Online: Renaissance introduced a dual-realm system splitting the game world into two mirrored dimensions: Trammel, where player versus player combat required consent, and Felucca, which allowed unrestricted PvP engagements. November of the same year hosted the inaugural official fan gathering, the UO World Faire held in Austin, Texas.

The third expansion, Ultima Online: Third Dawn, launched in March 2001 with upgraded graphics and a new region called Ilshenar accessible exclusively through an updated client; legacy clients remained functional in existing zones. The second fanfest took place in January 2002 offering developer interactions and featured guest Todd McFarlane. February 2002 saw the release of the fourth expansion Ultima Online: Lord Blackthorn's Revenge, which made Ilshenar available to all players regardless of client version. The fifth expansion, Ultima Online: Age of Shadows (February 2003), introduced significant enhancements such as customizable player housing, expanded residential areas, and a revamped item system.

Ultima Online was notable as the first MMORPG to surpass 100,000 subscribers, reaching a peak near 250,000 by July 2003 before experiencing a gradual decline. Following Origin Systems’ closure in February 2004, management of Ultima Online transitioned from Austin to Fairfax, Virginia, operating without a dedicated studio title.

Electronic Arts period (2004–2006)

The sixth expansion titled Samurai Empire was released in November 2004 and introduced content inspired by Japanese culture. This included two new professions—the Ninja and Samurai—along with new housing tile designs and the addition of the Tokuno Islands, modeled after historical Japanese cities.

Released in August 2005, the seventh expansion Mondain's Legacy brought several updates including the introduction of a second playable race: Elves. It also enhanced questing and crafting mechanics while adding Spellweaving magic and numerous new dungeon areas. This expansion was distributed exclusively online and marked the final major update for several years as development slowed considerably.

Mythic Entertainment period (2006–2014)

In June 2006, Electronic Arts completed the acquisition of Mythic Entertainment, the studio behind Dark Age of Camelot, entrusting them with the management of EA's MMORPG lineup, which included Ultima Online. There were initial intentions to implement the anti-cheat system PunkBuster—a pioneering move for an MMORPG—but these plans were indefinitely shelved by November 2006.

By 2008, Ultima Online maintained an estimated subscriber count near 100,000, representing under 0.6% of the MMORPG subscription market. This was partly due to stiff competition from World of Warcraft, which had dominated the genre following its 2004 debut.

August 2007 saw the release of Ultima Online: Kingdom Reborn, marking the first significant update to the client and visual design since Ultima Online: Third Dawn. The last expansion developed during Mythic's stewardship was Stygian Abyss in 2009, which centered on the gargoyle race. After Stygian Abyss, development emphasis shifted away from large expansions toward smaller "booster packs," though only one such pack—High Seas (2010)—was ultimately launched.

Broadsword period (2014–present)

On February 6, 2014, development duties were transferred from Mythic to Broadsword, a newly formed studio responsible for managing ongoing updates and the future growth of Ultima Online.

Free-to-play approach

In 2018, the longstanding fourteen-day trial was replaced by "Endless Journey," a model permitting unlimited free gameplay but imposing substantial limitations on player capabilities and access.

Ultima Online: New Legacy

In 2020, Broadsword revealed plans for a new shard designed to restore Ultima Online’s emphasis on roleplaying. This shard features seasonal rule changes and undergoes resets triggered by in-game cataclysmic events. Players can transfer their characters’ skills, statistics, and legacy progress back to live shards at each season’s conclusion.

Currently, alpha testing for Ultima Online: New Legacy is in progress, with beta testing slated for summer 2024. Broadsword intends to release New Legacy in September 2024, coinciding with the 26th anniversary of the original game's launch.

Critical response

Next Generation awarded it four out of five stars, commending its vast game world and continual content additions. Conversely, GameSpot gave it a score of 4.9 out of 10.

Sales and subscription figures

Initial sales projections for Ultima Online were conservative; Electronic Arts president John Riccitiello remarked that the franchise "was never a big franchise." Origin Systems anticipated a subscriber base peaking at around 15,000. Nevertheless, the game rapidly became one of the most commercially successful titles in its category, with CNNMoney describing it as a "watershed event" in online-only gaming. In the United States, it debuted at number nine on PC Data's sales charts in October 1997, carrying a retail price of $65 and an average street price near $55. From its launch on September 25 through November 13, it sold approximately 65,000 copies; meanwhile, Japan's initial shipment of 5,000 units sold out within just 15 minutes.

By setting the fastest sales rate for an Internet-exclusive game by late 1997, Electronic Arts declared it their fastest-selling computer title to date. Early high demand caused delays and stock shortages. By mid-November, EA planned additional shipments totaling around 80,000 units worldwide—including 15,000 destined for Japan. The game topped Japanese sales charts during its launch month and reached approximately 70,000 global subscribers by early December—comprising about 8,000 in Japan and 5,000 across Europe. Although it exited the U.S. top twenty sales rankings by November’s end, total U.S. sales had climbed to roughly 87,000 units by year-end.

By December 1998, Ultima Online counted around 100,000 subscribers paying $9.95 monthly fees, generating close to $12 million annually. Subscriber numbers rose to approximately 120,000 by March 1999 and surpassed 200,000 units sold globally by June that year. By February 2000, subscriptions reached about 150,000; combined retail sales of both the base game and the Second Age expansion neared a quarter-million copies domestically with revenue around $11.3 million. Monthly subscription income hovered near $1.65 million at a subscriber level of approximately 165,000 in March 2000 and increased further as subscriptions climbed to about 250,000 by October.

By early 2001, female players made up an estimated 20–30% of the user base—a demographic ratio typical among MMORPGs at that time. Japan remained a significant market with roughly 64,000 subscribers out of a total global count near 240,000 as of July that year; despite Japan representing only a small portion of EA’s overall PC game market share, it accounted for over one-quarter of Ultima Online’s business there. Worldwide subscriber numbers were approximately 225,000 by early 2003.

Awards

Ultima Online earned the D.I.C.E. Award for Online Game of the Year and received a nomination for D.I.C.E. Award for Outstanding Technical Achievement at the first Interactive Achievement Awards hosted by the Academy of Interactive Arts & Sciences. Its achievements were recognized with eight world records listed in the Guinness World Records: Gamer's Edition 2008, such as "First MMORPG to Reach 100,000 Players" and "Only Person to Assassinate Lord British". Nonetheless, the accolade for "Longest Running MMORPG" was subsequently rescinded and awarded to Furcadia, which launched nine months prior. In May 2001, Ultima Online was honored with the MPOGD game of the month distinction. The game became the inaugural inductee into the Game Developers Choice Online Awards Hall of Fame in 2010. In 2012, Stratics presented it with a "Historic Achievement Award" celebrating fifteen years of innovation and community engagement. Additionally, in November 2012, Time magazine included it among the 100 greatest video games ever made.

Controversies

At launch, Ultima Online faced criticism due to numerous bugs, most of which were resolved through patches over the following months. This situation fueled discussions about whether ongoing patching could incentivize developers to release incomplete or flawed games initially, relying on post-release fixes.

The game’s design placed strong emphasis on player autonomy, allowing actions including those considered villainous. Although penalties for in-game offenses evolved over time, maintaining player freedom remained a core principle. Designer Raph Koster emphasized that it was essential for players to face genuine challenges rather than avoiding conflict altogether.

In 2004, a lawsuit filed by former volunteer players known as "Counselors" was settled by Ultima Online without any admission of guilt. After AOL ended its volunteer program—which had been used to train paid customer support—Microsoft also discontinued its volunteer program for Asheron's Call due to similar legal concerns.

Expansions and follow-up releases

Ultima Online has regularly expanded through significant updates that introduced new territories, artwork, quests, items, and gameplay features:

Title Release date Features
The Second Age October 1, 1998 Added the Lost Lands region, implemented an in-game chat system, and introduced new creatures. Released in two separate boxed editions featuring different cover art.
Renaissance May 4, 2000 World size doubled by adding two realms: Felucca and Trammel; Trammel restricted player killing to focus on PvE gameplay, while Felucca maintained PvP elements.
Third Dawn March 7, 2001 Debuted a 3D client aimed at competing with games like EverQuest, including exclusive access to Ilshenar land via the 3D client until later expansions.
Lord Blackthorn's Revenge February 24, 2002 Introduced a darker-themed world inspired by Todd McFarlane’s characters, enhanced AI behavior, added in-game help features, and improved character creation options.
Age of Shadows February 11, 2003 Unveiled the Malas continent with expanded housing options; introduced Paladin and Necromancer classes; allowed customizable housing; revamped item mechanics including armor resistances and item insurance. Subscriptions exceeded 250,000 accounts after release.
Samurai Empire November 2, 2004 Incorporated Japanese mythology featuring Ninja and Samurai classes along with Tokuno Islands; adjusted PvP balance to reduce mage dominance.
Mondain's Legacy August 30, 2005 Added elves as a playable race and introduced the spellweaving skill along with multiple new dungeons.
Stygian Abyss September 8, 2009 Featured the Gargoyle race; opened new zones; introduced three new skills—imbuing, throwing, mysticism—and launched significant enhancements with the Enhanced Client while maintaining support for the original client.
High Seas October 12, 2010 Expanded fishing, sailing, and piracy skills; added four new ship types; improved ship navigation; introduced pirate NPCs and new boss encounters; raised fishing skill cap.
Time of Legends 2015 Added Shadowguard and Valley of Eodon regions; introduced two champion spawns; completed virtue system implementation; brought new items and skill mastery options; updated classic housing features.

Clients

Electronic Arts supplies the official clients that enable players to access the Ultima Online servers, although alternative third-party clients are also available.

The 3D client, launched with the Ultima Online: Third Dawn expansion, received negative feedback largely due to its performance shortcomings and inferior graphical quality. A January 2006 update reduced the scale of characters and creatures. By early 2007, Electronic Arts ceased supporting the Third Dawn client, redirecting efforts toward the Kingdom Reborn client and its successor, the Enhanced Client. Connections from the Third Dawn client are no longer accepted on official servers.

Introduced in August 2006 and released on August 27, 2007, Ultima Online: Kingdom Reborn brought improved visuals and a more intuitive interface featuring hot keys, customizable bag scrolling, and a redesigned character sheet. This update preserved its accessibility as an MMORPG capable of running on less powerful machines by utilizing a "2.5d" technique—rendering in 3D but displaying in 2D to optimize performance. The client was distributed as a free download.

Although initially designed to replace the original client entirely, the Kingdom Reborn client was eventually succeeded by a revised version known as the "Enhanced Client" by September 2009. This iteration maintained Kingdom Reborn's rendering technology but reverted to lower-resolution graphics reminiscent of the classic 2D client. Support for the Enhanced Client was discontinued to simplify patch deployment prior to the Ultima Online: Stygian Abyss expansion.

The Enhanced Client entered open beta alongside the release of the Stygian Abyss expansion in July 2009, offering improved macro functionality, a more customizable user interface, enhanced mapping features, and graphical refinements. Its visuals shifted away from Kingdom Reborn's upgraded graphics back toward those based on the earlier Third Dawn client, aligning more closely with the original game's style.

Other releases

Apart from expansions and booster packs, Ultima Online has been issued in multiple special editions that often include exclusive boxed or digital content.

  • The Ultima Online: Charter Edition (September 30, 1997) was available for pre-order at launch and in limited retail runs. It contained a lithograph signed by the Hilderbrandt brothers, a pewter pin featuring the Ultima Online emblem, a cloth map, and three months of subscription time—double that of the standard edition’s one month. The packaging displayed a digital reproduction of Richard Garriott’s Lord British signature.
  • Released on February 1, 2000 alongside the Oceania server, Ultima Online: Discovery Edition targeted players in Australia and New Zealand.
  • To celebrate seven years of gameplay on September 25, 2004, the Ultima Online: 7th Anniversary edition included a patched CD with Ultima Online: Age of Shadows, bonus installation discs for Ultima IX: Ascension, a booklet detailing expansion history, and an in-game gift code. Gifts comprised the renowned Hilderbrandt print, an additional character slot (increasing total slots to six), and seven buddy registration codes.
  • Distributed through Wal-Mart on July 18, 2005, Ultima Online: Gold contained content equivalent to Ultima Online: Samurai Empire, including an Advanced Character token code and a quick-start guide.
  • Marking eight years on September 25, 2005, Ultima Online: The Eighth Age featured a boxed CD set with a glossy Sosaria atlas booklet, in-game tokens allowing selection from eight anniversary gifts, character transfer options, an advanced character token, a 45-day free trial code, and a limited-edition blue soul stone.
  • The Ultima Online: 9th Anniversary Collection (October 31, 2006), originally named "Eve of a New Age," included an upgrade code redeemable for nine Heritage Tokens. These tokens unlocked themed housing tile sets and NPC attendants capable of announcing player arrivals or following characters. Available items consisted of specialized armor and weapons along with various decorative furnishings such as fruit trees, rugs, tables, and themed furniture collections.

Sequels

Electronic Arts initially intended to develop two follow-up titles but ultimately canceled both projects to concentrate on the original release.

  • Ultima Online 2, revealed in 1999 and subsequently renamed, incorporated steampunk themes within a unified timeline blending Sosaria’s past, present, and future. Monster and regional designs were contributed by Todd McFarlane. The project was discontinued in 2001 due to apprehensions that competition in the MMORPG sector might negatively affect Ultima Online subscription numbers. Certain assets from this canceled sequel were later integrated into the expansion Lord Blackthorn's Revenge.
  • Following Ultima IX: Ascension, Ultima X: Odyssey was developed as a fresh MMORPG set in Alucinor. However, it was terminated in 2004 after Electronic Arts shut down Origin; the majority of the development team refused to relocate, resulting in the project's cancellation.

Community

By the time alpha testing commenced in May 1996, more than a dozen player-established guilds had already emerged. Among them, Shadowclan became particularly well-known in 1997 for substituting non-player character orcs within the game, earning a notable reputation within the online gaming sphere. Former administrator Ogur discussed Shadowclan’s influence in Massively Multiplayer Games For Dummies. Additionally, the guild is mentioned in official documentation for Dark Age of Camelot.

Enthusiastic players reverse-engineered the game’s code to build server emulators that simulate Electronic Arts’ official servers. Early in 1999, a secondary market developed where accounts were sold; one such transaction reached $2,025, underscoring the commercial value of game accounts.

Further reading

External links